Complete Rosters for Randomised Script Armies

If you liked this item, please rate it up on Steam Workshop page.

Author: Murranji

Last revision: 22 Feb at 00:57 UTC

File size: 372.75 KB

On Steam Workshop

Description:
Description

This mod updates the script library that Total War Warhammer 3 uses to generate randomised armies for the AI to include all new DLC units and updates the function to enable other modders to dynamically add their units to these generated armies.

In certain game features the script uses a list of weighted vanilla units to generate randomised armies for the player and AI. However the templates that are used in this function have unfortunately not been updated with the release of additional units. This means that certain vanilla features, and any mods that rely on the function to generate randomised armies will generate armies with less variability than they could.

Vanilla Features that can benefit from this mod

Wood Elf World Roots Invasions
Oxyotl Sanctum Ambush Armies
Legendary Grudges (Silver Pinnacle)
Malakai Battles
The Changeling Grand Scheme Invasions
Arbaal Challengers
Sayl Manipulations

For example with this mod the daemon invasion forces that can attack Sayl, will now include all new DLC units such as Toad Dragons and Slaughterbrutes, and WH3 base game units such as Vampire Counts, can spawn with Grave Guard (Halberds) and Blood Knights (Sword and Shield).

Additionally any mod features that use the function will benefit from the additional unit options, eg my Empire Fort Invasions and High Elf Gate Invasions mods both use that script library function to generate invasion armies.

Modder enabled units

The benefit of this approach is that the templates are created at the moment when the script calls to create them.

This allows modders to add their mod enabled units to the template at campaign load, and then access the template when the in game event requries it. If a mod has added their units to the template the script will be able to find the unit in the game database, if you don’t have the mod installed it will never appear in the list and so never attempt to add it to the army.

This stops the function from adding less than the intended number of units, and allows the templates to be dynamically updated based on which mods that are enabled are adding to this template

FAQ

How can other modders add their units to spawn with this function?

The key change in this script library is the function has been changed from list defined within a function, that only allows a single mod’s change to appear in the game, with a table based function that can be dynamically updated at script time.

This allows other modders to add whatever types of units they have created into the defined templates, or even insert their own brand new templates to use. Instructions for how to do this are included in the mods script.

What types of units and subcultures were missing that this mod adds?

The mod updates all factions that received new units from DLCs and base game unit additions starting from Shadows of Change, and enables Cathay and Kislev as subcultures with templates that can be used.

What scripted armies are not affected by this mod?

There are certain scripted interactions where the vanilla game defines a customised army list of possible spawns that this mod does not affect. If the feature is not listed in the list in the description then they are not affected. Examples include sea encounters, caravan/convoy encounters, Empire politics dilemmas, Imrik encounters, cultist armies etc.

Compatability
This mod updates and replaces the vanilla version of the script library with an updated dynamic table based version that is desigend to increase compatability with other mods.